Hello Daniel,
Yep, you could do it that way with the zips being numbered or dated and a certain EXE will only load zips up to a certain # or date.
I don't know about with Lua, but for native C/C++ apps physfs is really easy to use and isn't much work compared to using native fopen or platform-specific stuff like CreateFile.
Thursday, July 16, 2009, 12:49:16 PM, you wrote:
DA> As I sit here I'm wondering what the benefits really are for putting
DA> in the work needed to get physfs into a game...
DA> I obviously know that I could provide updates as zip's that could
DA> easily be rolled back.
DA> The user can also easily override any file by adding his own to the
DA> write folder.
DA> You could specify paths to other zips/directories on the cli and it
DA> all just flows there is no need to point at 1 physical directory and
DA> then glue it all all together your self...
DA> But beyond that what is the benefits ?
DA> I was trying to reduce the complexity of rolling out version with
DA> multiple files... Previously I use to just push a new exe and it was
DA> simple to click on the exe you wanted to launch... Now that I have lua
DA> and other dll's in the project it's a multi file update that
DA> overwrites previous entries which looses the ability to pick the
DA> version you want to play in... So I was figuring I could come up
DA> with a small boot strapper that would load up a bunch of locations
DA> using physfs, present a list of exe's to the end user, then extract it
DA> and launch it... Then the concept would be that the exe knows (perhaps
DA> based on date strings in the file names) which updates came previous
DA> to it self and doesn't load up any new ones... This way updates could
DA> come in a zip and you can still play multiple versions...
DA> Any ideas?
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DA> physfs at icculus.org
DA> http://icculus.org/mailman/listinfo/physfs
Best regards,
Indy Sams
mailto:indy at driftsolutions.com
P.S. This is what part of the alphabet would look like if Q & R were eliminated.